Statistical Pattern Recognition: A Review
IEEE Transactions on Pattern Analysis and Machine Intelligence
Static analysis of life and death in the game of Go
Information Sciences—Informatics and Computer Science: An International Journal
Computer Go: an AI oriented survey
Artificial Intelligence
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Honte, a go-playing program using neural nets
Machines that learn to play games
Learning to score final positions in the game of Go
Theoretical Computer Science - Advances in computer games
A methodology for learning players| styles from game records
International Journal of Artificial Intelligence and Soft Computing
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This article presents a new learning system for predicting life and death in the game of Go. It is called Gone. The system uses a multi-layer perceptron classifier which is trained on learning examples extracted from game records. Blocks of stones are represented by a large amount of features which enable a rather precise prediction of life and death. On average, Gone correctly predicts life and death for 88% of all the blocks that are relevant for scoring. Towards the end of a game the performance increases up to 99%. A straightforward extension for full-board evaluation is discussed. Experiments indicate that the predictor is an important component for building a strong full-board evaluation function.